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Home » Developing U++ » U++ Developers corner » Should we double-buffer by default?
Re: Should we double-buffer by default? [message #4106 is a reply to message #4092] Fri, 21 July 2006 04:52 Go to previous messageGo to previous message
fudadmin is currently offline  fudadmin
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Registered: November 2005
Location: Kaunas, Lithuania
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What if to write own display driver (miniport etc.) (at least for Windows), use mapping file for video memory? Customizable resolutions?...
WDDM is coming with Vista, as I as understand...
Motion blurr would be good and vsync ...
How do some people do that?:
Quote:


OpenGL API hardware and software support (Microsoft OpenGL, SGI OpenGL, and Mesa
Support for Mesa with full source code
SciTech Game Framework (with source) for creating commercial-quality games
Sprite Library for hardware and software sprite management
Support for hardware triple buffering
Support for stereo LC shutter glasses (requires hardware stereo support)
Improved performance for many low level rasterization functions
Highly optimized 32 bit assembler rasterization for maximum speed
Full hardware and software double/multi-buffering support
Hardware scrolling/panning surfaces
Rendering direct to video memory, off-screen video memory and to system memory buffers
Full linear surface virtualization under DOS and Windows
Real-time 8 bit dithering



http://www.scitechsoft.com/products/dev/mgl_home.html
 
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